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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. Not only, there is a case with <cstdint> (which we also include in some places), which might not define ::*_t, only std::*_t ones. To avoid the question what to include we might use own types. But I don't mind to use std::*_t. It defines the *_t types by itself. Your issues might mean that it doesn't define all required types. For sure there is a lot of things to improve with includes and dependencies. Like CStr/CStrW definition. IIRC the biggest and most annoying part for me was building libraries (which I didn't finish), the code itself was pretty easy to build with mingw.
  2. "lib/posix/posix_types.h" already contains #include <stdint.h>, so no need to replace. Instead it might be useful to find a reason of the issues. Also using int*_t (and others *_t) directly has a rare caveat, it might be not defined on some platforms (according to the standard).
  3. So these path are correct, and no need to change something in the code. Maybe there is a problem somewhere in premake which doesn't catch these paths properly.
  4. Hi! Have you installed libsdl2-dev? And what's a value of an SDL2_CONFIG env?
  5. Decals are supposed to be rendered only in bounds you set in xml. And outside of those bounds shouldn't be rendered. To avoid rendering it uses alpha channel of the texture on its borders (and all current decal textures are transparent on their borders). So to fix the issue you need to add a transparent border to your texture.
  6. What's the material? Could you attach a sample decal?
  7. Sounds like an out of memory. Nothing to fix in the game except optimize the memory usage. But it's a very complex task to complete for A25 (and even for A26).
  8. Yeah, I was experimenting with it: Yes, square for each R5G5B5. It's possible but more slow, as on each frame you need to do a lot more work for rendering. Just generated by a script. We don't have a blog, so I just post some of my local stuff on the forum. It's impossible without performance loss at the moment. Cleaning up the cache should help, because there should be no other relation between mods.
  9. If it's cold in your room, then there is the following mod. Another useless application of our engine: just ray trace a simple scene written completely on JavaScript. The mod is attached, feel free to play with it. 0ad-js-rt-demo.pyromod 0ad-js-rt-demo.zip
  10. Usually it means a not good map design.
  11. If someone could repaint the paper background I'd be happy. It doesn't look good currently. Also the vignette border on a picture is a bit strong I think.
  12. Pretty cheap for a professional software ~3x of annual Netflix subscription, I remember Maya costs much more.
  13. Minimized != paused. Also we don't always know when a window is completely invisible. Also we had crashes on some cards when we do or don't draw to an inactive window.
  14. It's not static, you can move your camera while paused, you can use UI while paused. To fix overload one might enable V-Sync or use FPS limiter. If it's all enabled then the hardware isn't good enough to handle its current graphics settings.
  15. For Windows it's a complete game installer made for the current development version.
  16. I mean not the A24b release, but a release build for the SVN version. Yeah, you need to go step-by-step and build. But the good thing is that you can use binary search: if you have a range [A, B], when on the revision A the game is broken and B is fixed you need to check the revision (A + B ) / 2. And then depending on results you need to go to [A, ( A + B ) / 2] or [( A + B ) / 2, B]. That feature is built-in in git, but maybe there is something similar for svn.
  17. Ideally I'd like to have answers for the two following questions: Is it really fixed or is it still reproducible for a release build of the game? If it's indeed fixed which commit is the reason?
  18. Not necessary, just select all projects with Shift and then open properties once.
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